Name: Kamos Mazuo
Notable Titles: "Instagibbed", "Dragonslayer", "Beat up a Moogle"
Race: Chimera (Frost Dragon/Valthi Human/Griffon)
D.O.B: Luciara 18, 1292
Hometown, Country: Kalmiahtiden, Valth
Current Residence: Shares an apartment in Doma with one Sarah Deeum
Drunk Type: Can run a range, but typically on the lecherous side
Favorite Food, Drink: Red meat, medium-well (followed closely by anything with a mint flavor), Sake--though in a pinch he'll settle for anything with alcohol
Least Favorite Food, Drink: Carrots, Coffee
Family: Zeke Mazuo (Cousin; RPer: Archmage), Naiyala Mazuo (Mother(deceased), NPC), Akurou Mazuo (Father(deceased), NPC)
Religious beliefs: Kamos himself doesn't believe there's any reason to worship gods. As a result of them popping up randomly to screw with his life in one way or another, he definitely acknowledges their existence. However, he does not feel compelled to participate in worship of any sort, and at times, even pokes fun at organized religion. Nonetheless, he's the closest thing to an atheist Gaera can have.
Other: Has a very particular dislike for telepathy, and people who talk to him via that method. Has acquired a taste for K-rations, and thus may be seen eating those as opposed to real food. You may not want to try eating a K-ration yourself.

--Spells/Techs--
[Item granted]Chimeric Form (12 TP) - Transforms Kamos into a chimera (dragon/griffon/human mixture). In this form, he recieves a +2 AGI bonus, and a -1 DEX penalty. As a chimera he sprouts a pair of wings which enable flight in open spaces, and the option of boosted jumps as well. Due to the growth of claws, this transformation causes all of Kamos' punching attacks to deal an additional +8 damage, and all of his kicking attacks deal +10. He can also make a horn attack, which deals kick damage +14, and is -4 to hit. Changing back to human has no cost.

[Item granted, Innate]Cone of Ice (8 TP) - A cold based breath weapon which blasts all targets within a 120 degree angle in front of Kamos. Damage dealt is 68+4d6--roll a d10, and on a 10, the affected targets are frozen in solid blocks of ice and unable to act, in addition to being unable to parry in any way. This ability may only be used when Kamos is in Chimeric form.

[Item Granted]Spacial Bypass (0 TP, free action)
Enables Kamos to phase a part of his body into the ethereal. This effectively means that physical attacks cannot touch that form unless they have an effect on incorporeal targets. This ability can be used for other purposes, though, such as attacking an ethereal creature, escaping being tied up, or spying on girls while they're dressing.

[Dark Magic=1]Shadowbind (8MP) - Traps a target and all within a 3-foot radius of the target who fail a MBlock roll to the floor with its shadow. Renders it unable to move off the spot but still able to cast spells and use weapons, though they may not be able to reach the target.. Targets are bound for 1d2 rounds. Creatures with no shadow and those not touching their shadow are unaffected.

[Dark Magic=3]Mindblast (16MP) - Negative energy waves assault the minds of any within the area (5-foot diameter), rendering victim(s) unconscious for 2d2 rounds, and lowering their Wisdom and Intuition scores by 1d2.

[Dark Magic=12] Black Wave (82 MP) - By focusing on his hatred, Kamos can gather tremendous amounts of negative energy and release them in one blast. This blast covers a column of 3 hexes x (rank) hexes, does 25+rank*6+1d20 shadow damage, and drains the hapless victims of Rank/3 STA. [97+1d20 damage, -4 STA]

[Dark Magic=13] Shadow Step (16 MP) - A variant on his original Shadowbind spell, Kamos is able to adhere to his own shadow, allowing him to walk on walls and ceilings as if it were the ground. Slick and slippery surfaces such as a greased floor or ice also pose no penalties. However, this spell does not work when Kamos effectively does not cast a shadow (such as a light-emitting surface). This effectively lasts (Rank/4) minutes. [3 minutes]

[Dark Magic=14]Shadow Snare (42 MP) - A more offensive variant on Shadowbind, Kamos can create a massive, persistent "binding field" that affects anything whose shadow crosses it. The field lasts for [Rank/3] rounds and has a radius of [Rank/3] hexes. Anything that is within the binding field must make a MBLK roll versus a single MATK roll each round, or be treated as if their AGI is decreased by [Rank/4]. The effect is temporarily nullified if the subject's shadow is erased, but renewed when it comes back into existence. It permanently stops when the target leaves the area or the field dissipates (either naturally or via dispelling). Kamos is not subject to his own Shadow Snare spell, but his allies are if they cross into the field. Creatures that do not cast a shadow, such as will-o-wisps and ghosts, are unaffected. As it directly affects an area, as opposed to a target, this spell cannot be reflected. [Radius of 4 hexes, duration of 4 rounds, -3 AGI]

[Cabalism=1]Spirit Leech (6 MP) - By attaching an Astral parasite to a target, this spell inflicts both Poison and Astral Drain on an enemy. Both the Poison and the Drain are of (Cabalism Rank) level, capping at 4. [Rank 4 Poison, Astral Drain]

[Cabalism=2]Summon Lesser Golem (40-rank MP) - Creates a golem from the strongest, most abundant material available. If outdoors, this is likely to be clay or mud. Inside stone fortresses and the like, this is most likely to be stone, and in certain places, such as volcanoes or alternate planes, it is likely to be an elemental golem of the appropriate element. This summon, unlike others, does not have a fixed duration--it lasts until killed. If the creator of the golem is killed or disabled, then the golem goes berserk, attacking targets indiscriminately, or follows the last command given to it before going crazy. A golem can only follow simple commands, and is not intelligent enough to remember a sequence of them, only one at a time. Such commands might include "attack that creature," "defend this room," "protect me from harm," or "carry that over there." An average golem has 70 HP, an AC of 45, an initiative of 4+2d6, an AT/PA of 12, and deals 20+2d6 punching or 30+1d6 slamming at a -3 to hit penalty. A golem made from stone or iron will have higher damages and a higher AC. Elemental golems will deal appropriate damage bonuses. [34 MP]

[Energy Magic=12]Blank Shell (34 MP) - Focusing a high-energy discharge through him, Kamos can devastate things he touches with a simple word. This spell effectively lacks somatic components, but requires Kamos to be touching the intended target (Count as a touch range spell). An opponent grappling Kamos gets a -6 to MBlock against this spell. This can be used to blow a hole through some barriers. Deals 24+Rank*7+3d6 non-elemental damage. Cannot be reflected. [108+3d6]

[Dark Magic=12, Energy Magic=12]Madness Incarnation (85 MP) - Tapping into power stores of both pure and negative energy, Kamos creates a roughly spearlike violet energy projectile, launching this at an opponent. This projectile releases a secondary conic (60-degree arc) blast upon impact with a solid object, exposing the targets to an extremely powerful energy surge that simultaneously inflicts insanity-inducing levels of pain to those that experience it. Effectively, the conic burst is (Rank) hexes long at its longest, and can originate at any point within effective line of sight. Enemies caught within it failing a MBlock roll suffer 20+(Energy rank)*6+3d6 nonelemental damage, in addition to (Shadow Rank/4) INT damage. If the target is nonfeeling (Mindless undead, nonliving constructs, oozes), the secondary effect does not apply.

[Polearms=2] Mobile Impact (4 TP) - Using the effective reach to his advantage, Kamos executes a hit-and-run strike with his weapon. Effectively, this allows Kamos to make a single attack in the middle of a move action, as opposed to before or after. Kamos cannot execute a heavy attack while using this technique.

[Polearms=4] Malice Maiming (5 TP) - Thanks to leverage and proper aiming, the right attack with a polearm can bring one's foes to their knees. Treat as a heavy attack, but if it hits, the target is also knocked prone.

[Firearms=1] Lock On (2 TP) - Kamos forfeits his turn, but his next gun attack is + (Firearms/2). [+6]

[Firearms=4] Impact Lancer (4 TP) - Aiming along the points of maximum penetration, Kamos can fire a shot that will continue through one target to extra. Effectively converts his attack to a linear effect--all who are in the way must roll dodge. Can hit a max of (Rank/4) extra targets. [3 extra]

[Firearms=6, Chink Detection=4] Heavy Lancer (5 TP) - Aiming for the point of least resistance, Kamos can severely reduce the effectiveness of the enemy's armor on his weapons. If it hits, treat as if it ignores (Total rank) DR. [16 DR]

[Firearms=8] Recoil Compensation (8 TP) - Utilizing the recoil to his advantage, Kamos manages to fire a second shot at the same target at -2 to hit, or at a new target at -5 to hit. He may add this onto a technique-enhanced shot, but he may not modify this extra shot with a technique.

[Firearms=11]Chase Lancer (4+4n TP) - Aiming in order to rebound a shot off of multiple surfaces, Kamos can force a ricochet to make rounds more difficult to avoid. Select a secondary target (which may be the same as the first)--if the shot misses, the secondary target is then attacked (roll for hit location randomly). If this target is missed and there is yet another selected, it then attacks that at a random location. Kamos may have (Rank/8) extra targets at one time. "n" in the TP cost represents the number of secondary targets. Additionally, if this is combined with Impact Lancer, Kamos' shot may still hit the extra targets even if the first attack hits.

[Firearms=12]Advanced Recoil Compensation (Passive) - Kamos, having attained enough of a feel for how firearms work, can effectively "roll" with the recoil on guns. Effectively treat STR requirements on high-recoil guns as halved from now on (weight-based STR reqs are unaffected).

[MDM=1]Sak (0MP) - This is a potent spell. It fully restores an ally's HP and costs no MP. The cost, however, is the caster's life. The caster's HP is immediately reduced to 0 on use (rendering them unconscious).

[MDM=6]Gisak (0 MP) - This spell fully restore an ally's HP and status, even if they are unconscious, and they are able to fight immediately. Like all MDM's, this spell reduces the caster to 0 HP on use, rendering them unconscious.

[MDM=7, Energy=9]Nova Crush (0 MP) - This spell creates a ring of energy that expands outward from the caster, with a range of 4 hexes in all directions (12 feet). All caught in the area of effect suffer 100+rank*6+2d20 points of damage, but the caster falls unconscious, and will remain unconscious for at least 1d6 days. [160+2d20]

[X-Magic=1]X-Magic - This potent ability allows the caster to fire off two spells per use. Note that only one MDM may be placed in the sequence, and only at the end. The number of uses equals 1+(Rank/3) per day, but may never exceed (Level/3)+1. [3 uses/day]

[Shadow=12]Black Reaper(70 MP) - Kamos' special technique that he developed after countless unfavorable fights against demons and higher undead. By ripping out the negative energy from the unfortunate target(s), he effectively can deal superior damage. This technique automatically kills lesser undead if it gets through their MBlock, and does (Rank)^2 damage to a single undead or demon, or 1/2 that to all within a 9-foot radius of the target (3 hexes). Furthermore, all dark magic rolls in the area get a +(# creatures affected) for the next d3 rounds. [144 ST, 72 MT]

[Energy = 14]Lancer Shell - Fires a high-concentration blast of energy. More power can be added to make it penetrate magical defenses.

[Energy = 16]Rebound Shell - Removes the absolute energy from a successfully blocked direct spell attack, and redirects it back at the caster, with the higher rank applied.

[Energy = 18]Eraser Shell - Concentrates enough energy onto a point to destabilize matter. Those unfortunate enough to get caught in the brunt of the attack will be blasted into component atoms, regardless of what it is.

[Cabalism=8]Summon Golem - Creates a standard golem from the most readily available materials

As we all know, Arnast, in the days when she was a general in Malachiasâ€™ army, raised many she killed as mazoku. Some were killed, some after her death. Others, however, went out on their own. Zuriâ€™s past is not something easily touched upon, though he doesnâ€™t exactly remember himself, anyway. Just that he was revived under Arnast, and eventually went off on his own after she died. Now, in typical Mazoku fashion, heâ€™s acting chaotic, feeding off of negative emotions, and that sort of thing. Not like heâ€™s going to end up being too likeable, I guess.

[Innate] Mazoku Properties (Passive)
Being attuned to the negative energy side of things, Zuri takes â€“10% damage per level from shadow attacks, but takes an equal 10% extra damage per level from holy-aligned attacks, and receives no benefit from holy-based healing spells. Additionally, he is targetable by antishadow spells. (Please give me suggestions on what to do about the negative/positive emotion deal, people. I have no idea how to do this.)

[Innate] True Nature of Mazoku (Passive)
As a mazokuâ€™s true body is on the astral side, one cannot kill it by conventional means. Zuri is no exception to this fact. When â€œkilledâ€ by conventional means, Zuri will abandon his physical body and escape to the astral plane, where he will have to recuperate until he can create another projection onto the material plane.

[Aura Manipulation=1] Blacksoul Forge (Variable Max MP)
Taking part of his aura form and converting it as he would if he were creating his own body, Zuri can create weapons and armor out of his own aura. He gains a skill level equivalent to one quarter his Aura Manipulation rank to wield the weapon and to damage using the weapon, though it lacks any extra effects. He gains a +1/0, 0/+1, or +3 AC bonus for every four ranks in the skill to any created armor. The cost of Max MP lowers as Zuri gets more experienced in utilizing his aura (Read:Higher rank). Cost up to GM, though it is dependent on the size and type of weapon or armor. (Larger and heavier weapons/armors typically require more to make)

[Aura Manipulation=3, Innate]Abandonment (X MP/TP)
Zuri is not only able to abandon his physical body when itâ€™s dead. He can also shift himself onto the astral plane, effectively darting aside. He cannot be hit by conventional forms of attack, but he cannot do anything other than eventually phase back into the normal realm. Shifting back under normal circumstances costs nothing.

[Aura Manipulation=4, Innate]Reincarnation ([55+STA*5]/2 MP/ 10TP)
In the case that his physical body dies, Zuri is capable of making a new one. Only usable when Zuriâ€™s physical body is dead, this effectively creates a new body to use. The body has half normal HP, and Zuri suffers a â€“3 AGI/DEX penalty for an hour as he gets reacquainted to the body.

[Hydromancy=1] Freeze Arrow (10 MP/Arrow)
Focusing the moisture in the air into ice, bolts of ice can be formed, then flung forth with force. 1+(Rank/7, rounded down) bolts can be created, each doing 10+(rank*2)+1d6 physical (piercing) and cold damage (Half and half). ACC of an arrow is 6+INT+Rank/4. Mblock is not applicable.

[Hydromancy=4] Freeze Bullet (12+(Rank) MP)
Forcing larger amounts of moisture in the air into a spherical form, Zuri creates a heavy missile of ice ready to be shot. The increased mass of the projectile makes it more destructive overall, doing 9+(Rank*3)+2d6 damage (Half physical, half ice). The projectile itself is also a bit brittle, and as a result can shatter on impact (4 on a 1d4) with painful ice shards released as a result (Explosion radius is 2 hexes, explosion does (rank)+1d4 physical damage and equal amount of subdual damage to all in the AoE) ACC of sphere is 4+INT+Rank/4, explosion does not get a dodge or ACC roll. Mblock is not applicable.

[Hydromancy=4] Gray Buster(16 MP)
Freezing the moisture in the air, Zuri can lower the general temperature of the area while creating an impressive diamond dust effect all around him, dealing 12+(Rank*3)+2d4 cold-based damage and subtracts (Rank/4) points from AT/PA of all within a 3-hex radius of the caster.

[Channeling=2, any element=1] Spirit (5 MP)
Able to manipulate magical energies, Zuri implants a single (non-holy) magical charge into whatever weapon he is able to touch and focus on. A single charge adds (rank*2)+2d4 damage of that element to a melee attack, and the element is limited to what he is able to use. Mazoku-type charges are counted as shadow elemental damage. A weapon can hold up to Rank/2 charges at one time.

[Channeling=4] Pistol Trigger (Variable MP, 1 TP/casted spell rank, cumulative)
It is easy enough to manipulate auras and arcane energies on the go. However, one with enough familiarity with the Astral side can hold a charge, a projection, until it is time to use it. Two spells can be used with this ability, and MP costs paid in full. A stored spell can be released as a free action at any time.

[Mazoku Magic=1] Warmongering (20 MP)
Concentration is an important thing in battle. Lose it too much in one way or another, and youâ€™ve lost the fight. Clouding the enemyâ€™s thoughts, and affecting their concentration on defense is this curseâ€™s function. Targetâ€™s attack rolls get a bonus of Rank/4, but their defense rolls get a penalty of (Rank).

[Chain=1] Entangle (6 TP)
To win in a battle, one may need to disable their enemy, to keep them from moving or attacking. Make an attack, if successful, one of targetâ€™s limbs is entangled with the weaponâ€™s chain and prevents use of that limb. Use typical escape roll to restore use. Charges in a weapon are released on target if attack hits. Cannot be used at long range.

[INT=4, Chain=1] Heart-piercing Aim (4 TP)
One may need to attack in the right spot at times. For times like this, one needs to predict movement and calculate distance, knowing when the enemy is most open, and where. Adds (Chain skill Rank) a second time to the next long/medium-range attack.

What I need assistance with:
Verification on calculation for long/medium-range kusari-gama AT/PA
Costs for some skills
Effects of positive and negative emotions on Mazoku, systemwise. <p>ChibiUrusai: *chomps* I am underage. ^-^
Arch mage144: This means nothing to me. =P
T3chn0Namagomi: *motherly voice* Brian! What would Kate think if she heard you say that?!

---Dirtiness in a chat. Blame my mind for being in the gutter.

-Namagomi, who lives up to his name in this case.</p>Edited by: [url=http://pub30.ezboard.com/brpgww60462.showUserPublicProfile?gid=namagomimk0>NamagomiMk0</A] at: 2/18/04 11:00 pm

[MDM=1]Sak (0MP) - This is a potent spell. It fully restores an ally's HP and costs no MP. The cost, however, is the caster's life. The caster's HP is immediately reduced to 0 on use (rendering them unconscious).

---- Now, this one is basically
ALLY: HP - 100%
USER: HP - 0%

....Fine. o.o

[MDM=6]Gisak (0 MP) - This spell fully restore an ally's HP and status, even if they are unconscious, and they are able to fight immediately. Like all MDM's, this spell reduces the caster to 0 HP on use, rendering them unconscious.

Considering that two of the three spells you have that rely on your MDM skill aren't destructive at all, how are they "Mutually Destructive"? Sak and Gisak appear self-destructive, but they don't look like they have anyone else feeling the pain. So how's it mutual?

I know, I'm niggling over little things, but the majority of Mutually Destructive Magic doesn't seem to be mutually destructive.

Edit- Uhhh... okay. Many apologies? I just realized that not everyone who posts characters in the closet is open to recieving for comments of a cursory , insignificant nature. I am once again sorry. <p>I am currently inhabiting a world that is made up entirely of numbers. These numbers represent characteristics of creatures and beings that I pretend to be along with a bunch of other people. I work on them until I forget what the sky looks like, or what the feeling of the sun on my skin is...
Then I break and order chinese.</p>Edited by: The Great Nevareh at: 4/15/04 1:45 am

Yes, yes, I've known completely about that for a long time now. Last thing I need is more harassment about it, so if you please wouldn't bother me about that? <p>ChibiUrusai: *chomps* I am underage. ^-^
Arch mage144: This means nothing to me. =P
T3chn0Namagomi: *motherly voice* Brian! What would Kate think if she heard you say that?!

Backstory: The Li clan in Terumahilana, a fierce warrior clan of Argovian dragons, is well-known for being extremely win-oriented and strict about that point. As a result, "failures" were quickly shunned as humiliations and dishonorable jokes to the clan. Sying was one of these unfortunate souls. After having suffered a humiliating loss in a tournament, he was forced to wander out of the clan, eventually finding a ship that led him to Doma...and his goal of proving himself worthy...by beating the crap out of as many people as he can.

Techniques:
[Innate] Draconic form (12 TP)
Transforms to a standard Lanese dragon form. STR increased by 3, DEX and AGI are decreased by 3, HP is multiplied by 1.5 (Rounded down), size changes to Very Large (+6 to enemy ACC medium range, +4 long range), and MAG is increased by 4 (with 40 bonus MP) All equipment is considered to have been melded into his body for the technique's duration, armor counting as is for penalties and bonuses. Sying has to learn 4 ranks above a current spell's learning rank to cast it outside of dragon form. Dragon Form Usage skill counts as the "weapon" skill for this form.

[Aeromancy=2 (Dragon form) <span style="color:red;">Aeromancy=6 (Human form)</span>] Spark (20 MP)
Concentrating large amounts of electrical energy, Sying fires a practical bomb of lightning at a target. Deals 10+(Rank*2)+1d8 electrical damage to all within two hexes of a target.

[Ki usage=1] Boost (1 TP/point, free action)
Using internal ki energy, Sying gives himself a boost of strength for general purposes. Can add up to (Rank) points of STR for purposes of STR checks or adding extra damage to any physical attack, but not for extra AT/PA. Must be announced before performing action.

[Ki usage=2, Acrobatics=1] Wall Rocket (Passive)
With a proper Acrobatics roll, Sying can land on a wall or other steep vertical or slanted object (from a Rocket Launch) for a round, but has to follow up with another Launch. Can Launch to another wall, though.

[Ki usage=4, Swords=4] Alpha Howitzer (5 TP)
Sying's current trademark attack. Leaping into the air with a burst of ki, he lands, swinging his sword down HARD on the enemy. Counts as a chopping attack with a 1.5x multiplier, and must be performed at least 12 feet away from an enemy. Takes both move and attack actions. Target cannot be further than one can jump with a Rocket Launch.

[Ki usage=2, Acrobatics=2] Blast-off (2 TP)
Make an unarmed kicking attack at the enemy. If successful, hits for normal kick damage (with STR used in place of Unarmed rank as well) and launches him back off of the enemy.

[Ki usage=4, Acrobatics=4] Aerobrakes (2 TP)
Using ki and a roll to break a fall, Sying can take falls that would injure a man and walk away unscathed. Subtract the lower of the two ranks from the original fall distance--that is the new effective fall distance.

[Ki usage=4, Chink Detection=4, Swords=4, Vital Striking=4] Deadly Weapon (10 TP)
Concentrating on the enemy's movement and appearance, Sying looks for the most effective spot to strike. If the next physical attack is successful, automatically count as a standard critical, use the modified Crit value to determine an improved critical. During this time, he leaves himself open to focus completely on offense, and suffers a -4 PA penalty until his next turn.

[Swords=4, Chink Detection=4] Stiletto (4 TP)
Observing the enemy, Sying watches for an opening in the opponent's armor. Striking with precision, he attacks the opponent where s/he is weakly armored, to gain maximum effect with his weapon. Treats effective target AC as half if the attack hits.

[Swords=1, 2H weapons=1] Power stance (Standard action)
Switches from a one-handed to a two-handed style. This effectively allows for a bit more weight to be thrown into the wielder's attacks due to greater control. Increases effective strength by 1 for damage purposes only. Some techniques require the use of both hands.

[Swords=1] Speed stance (Standard action)
Switches back to a one-handed style from a two-handed style. Some techniques require the weapon to be in one hand.

I know I probably screwed up a TON with this, as I have stayed up for a couple of nights trying to do this. Please R&R. I don't care if you flame or Banj Cannon me. <p>ChibiUrusai: *chomps* I am underage. ^-^
Arch mage144: This means nothing to me. =P
T3chn0Namagomi: *motherly voice* Brian! What would Kate think if she heard you say that?!

---Dirtiness in a chat. Blame my mind for being in the gutter.

-Namagomi, who lives up to his name in this case.</p>Edited by: [url=http://b3.ezboard.com/brpgww60462.showUserPublicProfile?gid=namagomimk0>NamagomiMk0</A] at: 4/16/04 9:06 pm

First off, details you got wrong, just so I get the chance to be a shithead.

Lanese, not Longese, and he uses swords, not fists. This makes me suspect that you may've just given this a cursory glance, or I didn't show the fact that he does use swords enough.

Secondly, I'm not exactly sure why you think Kamos and this character are similar, really. Possibly this is in how I imagine it, but I feel myself unable to draw parallels.

That "Batshit insane goal", I see your point. However, A lot of Lanese have their own little honor idea, IIRC, so if anything, he'd be challenging a lot of people to duels, rather than just randomly assaulting people. Whether or not he'll still get his ass kicked is up to God, though.

Okay. More than slightly twinked. There's a few accepted ones that have been more than slightly twinked, and normally those reasons are IC ones. Sying, for example, is an excessively offense-minded person, and pretty much eschews defense in general, but I'll have to see exactly how to emphasize that more, really. You can't really help the high INT due to its prerequisite status for [s] Vital Striking. And if you mean SSJ complex as in "OMFG HIDDEN POWER THAT COMES OUT WHEN ANGRY/DESPERATE/HATEFUL/SAD/AROUSED", then no. In fact, most of what he uses and will use is seen here right on this sheet, and there won't be any actual hidden abilities, or any of that berserking BS that Kamos does (which I need to either stop or try to define and integrate more).

You got me on the hobbies part, I'll admit. I came up with this concept in the middle of the night, so...yeah. My brain wasn't completely functional then. I'll see what I can do there.

Anyway, that's my current defense, possibly for a while, if Disgaea arrives in the mail...damned middle of night with lack of caffeine. <p>ChibiUrusai: *chomps* I am underage. ^-^
Arch mage144: This means nothing to me. =P
T3chn0Namagomi: *motherly voice* Brian! What would Kate think if she heard you say that?!

---Dirtiness in a chat. Blame my mind for being in the gutter.

-Namagomi, who lives up to his name in this case.</p>Edited by: [url=http://b3.ezboard.com/brpgww60462.showUserPublicProfile?gid=namagomimk0>NamagomiMk0</A] at: 4/16/04 6:56 am

SSJ is kinda slang for having another more powerfuller form(Add excitement points and random numbers as needs be). They have gotten rather common as of late. >_>

And I see a lot of Kamos similiarities, insomuch as he comes form the typically 'evil' subspecies of the Argovian dragons much a Valth tends to be viewed, is pointlessly violent (Moreso than Kamos nowadays, granted), has an SSJ form, and does little if anything except fight.

1) Tech names: Rocket Launcher? I'd really consider renaming these, it would make more sense if they fit in with his dragon heritage or sword styles.

2) If you intend him to be prone to and enjoy violence, that's fine. But that shouldn't be all there is to his character, or it will be IMPOSSIBLE for him to be in any kind of social setting. My own character, Stephan, loves fighting people, but that's not all there is to him. He collects weapons for a hobby, and other stuff which I save for comedic purposes in the future.

Pretty much, you need to flesh him out a bit more, but he sounds like he could be interesting.

There is no evil subrace. Whatever convinced you that Lanese and Valthi are evil is stupid and should be completely ignored from now on, and that point will be thrown out. I'd have expected you to say pointlessly violent, given your preference on the issue of Diplomacy vs. Violence, no offense intended. I could easily say, if I wanted, that someone's character is "pointlessly diplomatic", so I wouldn't go into that bit. That's opinion, not fact.

Now, for the "SSJ form". To be honest, for one thing, HE'S A DRAGON. DO YOU NOT EXPECT A DRAGON TO HAVE A DRAGON FORM? That out of the way, Sying's dragon form is not that much "powerfuller". If anything, it's meant to be an alternate style to his normal set. He loses a LOT of techs in this form (Pretty much the only nonmagic techs are Boost and Aerobrakes), in exchange for more MP and slightly more (only 4 points) MATK. Thanks to size increase and the AGI decrease, missile attacks against him get a +12 (+10 at long range) bonus in this form. As well, he lacks telepathy, and the transformation requires TP, alongside other techs he'd use in that form, which should be obvious. So the only real advantages here are magic, +3 STR, and the HP multiplier. No flight here, either.

I'll take the last point, as he is not complete yet, personality-wise, and needs fleshing out before he can be used. He's still in the alpha stage.

Now, Dave, sorry you had to listen to all that.

First point: Hahaha. No. Deal with it. XD. Frankly, though, I like the skill names as is.

Second point: Agreed, he still does need fleshing out. <p>ChibiUrusai: *chomps* I am underage. ^-^
Arch mage144: This means nothing to me. =P
T3chn0Namagomi: *motherly voice* Brian! What would Kate think if she heard you say that?!

Of course it's my opinion. And that's what you asked for. And given that I'm not the only one bringing them up, perhaps it isn't just my opinion?

Ah well. You asked to have points clarified.

And Valthi tend to be equated with evil simly because it is known they come from a very unpleasant place which tends to make them very unpleasant as a result of it. Thus, Valthi do not have a good reputation. The same can be said of Sying's subrace. And you'll notice, perhaps, that evil was in parenthesis. Like so: 'evil'. This tends to denote the use of an unexact meaning.

As for dragon forms: Aya and Ara with a number of levels without one. Curate, granted a very rare example, never uses his and never had a tech for it on the PS sheet he had on my old comp.

Why the hell is his BITING attack Str*5? Correct me if I'm wrong, but aren't Langese (or whatever they are) dragons essentially like the Chinese loong? They don't have 'gator or croc' jaws. Their teeth certainly shouldn't be doing more damage than their tails do. <p>"Crazy is good." - Luffy, One Piece</p>

What Dave said and I've already told you all that I could on CHinese culture. I'll be happy to look up specifics if you like. <p><div style="text-align:center">
Nekogami Character Pantheon--Deviant Art Gallery--LiveJournal</div>
<span style="font-size:xx-small;">Words to live by:
OMG PRIAM: ninja sex would be neither felt nor seen by either partner
OMG PRIAM: each would just suddenly need a smoke
Choark: Good luck there. You'll have to shit out darkness and send people into oblivion.</span></p>

Shini: I'll refrain my comments until you start looking at the fact that it's not meant for a last-ditch effort. If you haven't noticed already, I'm trying to make a dragon form that would be usable in the right situations outside of transport. The only reason for the changed normals is a substitute for the LACK OF WEAPON AND WEAPON SKILLS. The magic's not even that strong, and in that form, you're talking a -3 to initiative and a -12 (-10 at long range) to dodge. 150% HP is not much to speak about, really, given how you need colossal amounts of HP to make a difference. Maybe just survive one more hit, but if you transform at 20 HP...you only get 10 extra HP. This form is not meant for destroying everything, just a different focus for a different situation. Maybe you should look at the details more before coming to a conclusion? <p>ChibiUrusai: *chomps* I am underage. ^-^
Arch mage144: This means nothing to me. =P
T3chn0Namagomi: *motherly voice* Brian! What would Kate think if she heard you say that?!

Backstory: Zaiiku doesnâ€™t exactly like to talk about the past, the reason for which being unknown. What is disclosed by him, however, is the following: He was born in Kalmiahtiden, Valth, and even as a child had a strong sense of justice. Despite being a generally quiet type, he joined up with the Valthi Military Police, only later to resign and leave due to their inhumane methods of handling most situations. He then traveled through Riva, helping out there for a time before heading to Doma to enlist in their security forces. But thereâ€™s something a bit odd about how he looks everywhere and watches everythingâ€¦or maybe not, as he seems to just enjoy doing just thatâ€¦

A few numerical problems- Your INT is +5, but everywhere you calculated something involving INT, you used +6. Is there a reason for this? Technically, you should have two fewer skill points and five fewer magic points, though this is no biggie.

Are your PA calculations involving the +4(parry) mean you're designating the +4 as advanced parrying? As such, the way you have it worked out now it looks like you're adding four times your rank in advanced parry. This is a stupid, meaningless trifle, but it would be better to correct it by having +(parry) than +4(parry).

You haven't assigned your extra actions as granted by the +4 AGI score.

I'm a serious perpetrator of what I'm about to mention, so I have no real right to say it, but having your character be dark and mysterious doesn't really tell us anything- What you have mentioned is almost as bad as not mentioning anything at all. You might have a serious concern with keeping your character's secrets, but would the Doman guard hire suspicious-looking people who are allegedly human despite sporting a list of generally not human qualities, who is a foreigner of unknown background, and is entirely unwilling to part with any information relating to that background?

You don't actually talk about the character at all. What's he like? How does he act? Even if you want to safeguard the secrets of his past, which is a legitimate concern, it is customary to at least give a persona portrait of the character so we know who he is, if not what he is or what he was.

All of the other gripes I can think of right now have nothing to do with the character, and thus I voicing them would be non-constructive. <p>[---------------------------]
"There is great disorder under Heaven, and the situation is excellent."
-Mao Tse-Tung

"I eat the talking bees because I am George Washington Christ"
-From "Bob the Ball"</p>Edited by: The Great Nevareh at: 12/5/04 18:40

I believe Doug and I have talked about this multiple times, mentioning that the guard, and that is EVERY GUARD UPON SIGNING UP gets a thurough mental scan; it's very much like a background check but much more effective, as they'd be able to tell if anything is being planned. If it was resisted, that there would already set off flags for the guards that something ain't right; the person's trying to hide something, and there's a 95% chance the guys gonna be sent on his way jobless.

I also recall telling Doug that this guy would not make it for this very reason. <p><div style="text-align:center">Why Barius has no Christmas</div></p>

Nevareh: Okay. You got me on the stat issues, which I will correct. However, the past is shaded for a plot-related reason. I'd rather not let this be a spoiler

Shini: Yes, I know of this, but you apparently think that Doma is perfect. Nothing is foolproof, nothing is 100% accurate, and I'd rather have my plot. Or are you joining Pervy in ruining others' plots now? I don't try to say "OMG NO THIS IS NOT POSSIBLE" to your plot-related things, so what makes you have the right to say the same to mine?

I also would imagine that these are only, at best, the best -known- mentalists in Doma, not on Gaera, or even Igala. Effectively, you have to imagine that people can and will develop a counter to even the best methods. This is because people can learn, adapt, and change. <p>ChibiUrusai: *chomps* I am underage. ^-^
Arch mage144: This means nothing to me. =P
T3chn0Namagomi: *motherly voice* Brian! What would Kate think if she heard you say that?!

---Dirtiness in a chat. Blame my mind for being in the gutter.

-Namagomi, who lives up to his name in this case.</p>Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=namagomimk0>NamagomiMk0</A] at: 12/5/04 23:09

If there's even the slightest hint of something wrong, he'll be sent on his way. This includes holding back, covering up, or trying to dupe the tests. Consider that it's these guys jobs to find these people and pick them appart, find any information they submit that goes against the guards records or information yielded in the mental test, and make sure it matches up. Consider that, along with Barians, Valthi are picked with a fine tooth comb to make sure every single little thing matches up. Consider that Griff only managed to get in as a low ranking guard after doing good deeds in the name of Doma, and with a high ranking sponser, and he STILL had to bend over backwards. Also consider that these reports go to Griff, who in turn doesn't like people trying to dupe the tests enough that he'd decline them as soon as anyone else would, if not faster and with 200% more screaming and door punching.

Mmmkay. Can we compromise on a personality portrait, then? It doesn't have to reveal everything, but I would like to know a couple things about how the character acts aside from brooding suspicion.

Another tiny little style thing that really doesn't need to be changed at all, but I think would be slightly easier for potential GMs would be if you would separate the mechanics parts of your techs from the description parts- have a little formula maybe a line under the description that gives the hard numericals to save those of us who have tiny attention spans the trouble of having to search it out. It might also block up some confusion later, since even though your techs are clear-ish after a close reading, they aren't clear after a scan, and a formula may help this despite not being the mose aesthetic of things. Just a suggestion, though.

I like your technique descriptions as well as your emphasis on a law-enforcement-esque style of nonlethal fighting. It makes more sense than having death machines on wheels (which is what most guardsmen I've seen look like). Doma, which is allegedly a free city, would prefer law enforcement groups trained in detainment, not slaughter.

Also, Nama does raise an interesting point- There isn't much PROOF that the mentalists of Doma are not only the best in the world, but are so much better that they can immediately notice and counter anything that is set there to try to fool them- assuming so would just be stupid. Someone with an ingenious new method that perhaps looks and scans like repressed memories from infancy might just sneak past the mentalists.

edit- Perhaps the person being scanned isn't holding anything back, but isn't it possible that some other mentalist might have set something in there that is innocuous and common-looking enough not to arouse suspicion? Scanners can't go over everything- trying to analyze my previous point- repressed memories from infancy, would take literally forever to examine and would be subconsciously blocked due to their inherent poorly-formed and sub-structured nature. <p>[---------------------------]
"There is great disorder under Heaven, and the situation is excellent."
-Mao Tse-Tung

"I eat the talking bees because I am George Washington Christ"
-From "Bob the Ball"</p>Edited by: The Great Nevareh at: 12/6/04 1:08

Thing is: Valth has magic and magic users. They're just... lesser recognized. As I recall, it was sort of a "you're required to join the military or else" kinda thing. That said, Loyalty ain't something you'd expect. ... The problem remains that no level 1 character would have the ability to fake or resist the mind scan.

Also, were an outside enchantment with the same intention to be placed on a character, almost any idiot of a mage with the ability to view Auras would 1.) See it, and 2.) Know it looked odd. Then considering that we're not talking about idiots, but rather well trained professionsals who see weird and diverse auras all the time, it's a good bet they'd recognize said enchantment.

There's alternate methods of tinkering with the mind of course, but even after all that, there's still the basic problem that's already been well explained of paranoia. I don't think the character design is bad, nor the concept. But at this time, it's just not something that would be accepted into the guard. Especially with the war less then a year behind them. Right now it should be about the same mood as politicians and airports were in right after 9/11.

Try later maybe, when things are calmer. <p><div style="text-align:center">Jeridan the Red Nosed Garoujin, had a very shiny nose!And if you ever saw it, you'd even say it glowed.All of the other Garou, laughed and called him names!And then poor Jeridan, lost his temper and damaged their brains!</div></p>Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=besyanteo@rpgww60462>Besyanteo</A]&nbsp; at: 12/6/04 2:13

I would say the Guard isn't going to take chances. Suspicious things would result in rejection. They have been inflitrated twice in the past two years due to neglience, both cases with Disastrous results. They aren't going to take the risk for some time to come.

I would say it'd take a very very good psionist to get around what Doma has, as it is established that the one who does the scans is top notch in the field of telepathy. He used to be inquisitor, whose job was to break psionists, until the position was disbanded. <p>-------------------------------------
</p>

I do have to agree, though. From Valth, which is supposed to be magic-dead, he would either need to be from elsewhere and have an entire new persona supplanted onto himself that believes it is from Valth with incredible expertise and ability as well as craftsmanship, OR Valth would need to have magical resources that I don't remembering it having. Both of these are possible but not plausible according to canon. <p>[---------------------------]
"There is great disorder under Heaven, and the situation is excellent."
-Mao Tse-Tung

"I eat the talking bees because I am George Washington Christ"
-From "Bob the Ball"</p>

Shini: This makes me wonder. What DOES Doma have against Valth. They've only done one thing, and not even within Doman jurisdiction or directly against the government. They generally stay neutral on all issues that do not concern them, so why would one discriminate against Valth anyway?

Note that I'm attempting to AVOID GIVING SPOILERS FOR MY PLOT. Haven't you heard of a plot? It's something where something happens and then something else happens and all that. Maybe you should try being a bit more lenient regarding those. Or will I have to pull an Adam and let nobody in on anything? Because I just might have to, the way you people are acting about a simple plot SETUP.

Bes: I've kinda been putting this whole deal off for a couple of years already. If I had more initiative, the plot probably would've been done with by now. Then again, if I had initiative, I probably would've still been stopped at this point by the same people for the same reasons.

Kelne: I'll admit I was in a rush to write the backstory. Nonetheless, there is a reason that I am not including everything, namely making sure that the aforementioned plot isn't given away before it even happens. <p>ChibiUrusai: *chomps* I am underage. ^-^
Arch mage144: This means nothing to me. =P
T3chn0Namagomi: *motherly voice* Brian! What would Kate think if she heard you say that?!

---Dirtiness in a chat. Blame my mind for being in the gutter.

-Namagomi, who lives up to his name in this case.</p>Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=namagomimk0>NamagomiMk0</A] at: 12/6/04 5:29

Hmm. I think the word I'm looking for here is 'bottleneck'. With those restrictions, the Guard's going to be quite a while building itself back up to pre-war strength.

Not only do we immediately lose the potential recruits who don't like the idea of someone poring through their head in search of anything that catches his interest, but for total security, everyone has to go through the same person. After all, anyone who deliberately sets out to beat the system is going to be pretty damn good at it unless they're a total idiot. Thus, you need the best person on the job. Poor sod's going to be rather overworked in short order.

And it doesn't even address the original problem. Correct me if I'm wrong, but the guard wasn't infiltrated by people walking up and joining, but by people impersonating existing members. Not that that will stop people relying on the mind-scan, mind you.

Now, a sensible compromise. Anyone wanting to attain a decent rank, or serve in the castle itself, would be subject to the mind-scan. Anyone serving in less sensitive positions can get by with a simple series of questions, with a mentalist acting as a lie detector.

Even so, there's a limit to the amount of mysteriousness that's going to be tolerated. Vague backgrounds are not the road to a carreer in the Guard. <p>KnightsofSquare: DarkLordKelne is a tomboy bunnygirl, jealous of the business successes of her 37 older brothers, she is pursuing her own business degree in hopes of someday initiating a hostile takeover against her brothers' corporations.</p>

You make a good point, Kelne, and I agree with it for the lowest of the rank and file. But, I'd say it's quite possible for one man to handle the flow of recruits; the castle isn't going to exactly be flooded with with, no more than a dozen per day. Nor do I think they would have just one, there would have to an apprentice or assistant to take over should something happen.

However, foriegners, especially those with ties to other governments, would be given a great deal more prejudice. After all, a "Former" KGB officer likely wouldn't be just waved through New Zealand's system and into position during the time when the KGB was at its height. Such would be scruntized carefully, if not outright rejected.

All right, I don't mean to be rude or callous or anything, but according to those whom I've spoken to about this your character, as is, will not be accepted into the place you've prepared for him. You either need to provide more information (and I mean a LOT more information), change a few details to make the character more acceptable, alter the niche that you have created for him, or any combination of those three.

Your character might be sacrosanct, and by most definitions we have no real right to declare your creation unacceptable without alteration, but since this is a *forum* which is based upon a collective consensus as to what is and is not possible, plausible, and acceptable, the character, as is, will not have any place outside of your own private GMed and semi-scripted RPs or campaigns.

As for recommendations to make the character more accessible, taking into account Kelne's points about lower-echelon members of the guard, make him at least seem to be from a place that is less suspicious (If not Doma, then maybe Riva or Baron). Provide a character portrait of a character that does not simply ooze suspicion (white hair, red eyes, always looking over his shoulder, and allegedly human?), as extremely skillfully laid lies tend to stand up to scrutiny better than a cloudy and secretive truth. Put some measure of goodwill into your character to potentially allay some fears on the part of the elders of the board (of which I am not part of) and say "Okay, I'm willing to compromise" so you at least trick us into thinking that you're taking advice. Please? <p>[---------------------------]
"There is great disorder under Heaven, and the situation is excellent."
-Mao Tse-Tung

"I eat the talking bees because I am George Washington Christ"
-From "Bob the Ball"</p>Edited by: The Great Nevareh at: 12/6/04 14:36

All: Not that this matters anyway. After an enlightening conversation with Shini, I've found out all I need to know. Character as of this moment is declared null and void. <p>ChibiUrusai: *chomps* I am underage. ^-^
Arch mage144: This means nothing to me. =P
T3chn0Namagomi: *motherly voice* Brian! What would Kate think if she heard you say that?!

Alright, I'll grant you that, Pervy, though I still think that having to deal with all the potential recruits in a nation-spanning force personally would soon wear someone down.

On the topic of why Doma doesn't trust Valth, well, why should they? Given that the Valthi are a rather xenophobic, militaristic people (not unlike the Barians in that regard), who wouldn't even consider letting a foreigner into their own armed forces...

As far as Valthi neutrality goes, that could easily be interpreted as them being too busy fighting among themselves to interfere in the affairs of other nations (How long has the Valthi civil war been going, anyway, out of curiosity?) Besides which, long-standing neutrality does not make one a trusted ally.

As noted, this suspicion doesn't apply just to Valth. It also extends to Barius and, less overtly, Riva (lot of disenchanted dragoons in Riva, even if the government is technically friendly). I can't imagine anyone from Theice, Gwa'Aag, Avon or any of the Drow cities getting in all that easily, either.

Backstory... I'll admit that I'm at a loss to how to make it less suspicious to the Guard without actually knowing what it is. Since there obviously is one, it's just obscured by spoilers. <p>KnightsofSquare: DarkLordKelne is a tomboy bunnygirl, jealous of the business successes of her 37 older brothers, she is pursuing her own business degree in hopes of someday initiating a hostile takeover against her brothers' corporations.</p>

Name: "Fal"
Race: Human, ethnicity unknown
D.O.B: Unknown, appears to be 17.
Hometown, Country: Unknown, Unknown
Current Residence: Doma capital
Drunk Type: Lightweight
Favorite Food, Drink: No preference
Least Favorite Food, Drink: No preference
Family: As hometown cannot be determined, status of family remains unknown.
Religious beliefs: Seems to not worship at all.
Other: Appears to hold little value on ethics or the free will or privacy of others. Does not seem to have any qualms about usage of mental magic or summoning and binding creatures from lower planes.

--Techniques and Spells--
[Bows=1] Dead Aim (2 TP)
Given the proper time, Fal is capable of firing a shot with deadly precision. This adds back half of Fal's skill modifier on her next bow attack to her ACC.

[Holy=1] White Impulse (7 MP)
Fal is not limited to attacking with a bow. She can also attack with an offensive wavelength of positive energy if she so desires, in the form of a burst of light. This blast deals 8+rank*2+1d8 Holy-elemental damage to a single target.

[Holy=1] Impulse Torch (4 MP)
By controlling the output of light, Fal can create a sphere of persistent illumination. This sphere is incapable of moving on its own, and must be affixed to a portable object in order to be moved. For its duration (Rank/2 hours), it provides torchlike illumination.

[Holy=4] Brilliant Impulse (18 MP)
Fal attacks with a more powerful burst of light, with light so bright it could blind. The light bomb deals 14+Rank*4+2d6 Holy-elemental damage. On a hit, roll a 1d8--on an 8, the target is blinded. Creatures more susceptible to blinding may be so on a lower roll.

[Dark=1] Black Impulse (7 MP)
Fal also knows how to manipulate negative energy in addition to positive energy. This fires a burst of it, in the form of a black crescent that deals 8+Rank*2+1d8 Shadow damage

[Mental=1] Telepathy (Free Action, 0 MP out of combat, 2 MP in)
Fal has been an accomplished psionicist for her whole life, and this is amongst the first abilities she has perfected. Allows Fal to send telepathic messages, and view surface thoughts of others.

[Mental=3] Guarded Telepathy (0 MP out of combat, 2 MP in)
It is always true that when a new form of secure communication comes about, people find a way to eavesdrop on it. And when such a thing occurs, others find a way to block others out. This is one of those ways--a "screen" to keep unwanted listeners out of telepathic conversations. Others attempting to listen in may attempt a mental magic roll versus her own--the higher roll wins.

[Mental=3] Strike (10 MP)
Fal is capable of attacking others' minds through various sent thoughts, images, and feelings. These thoughts, sent at an extremely quick pace, can daze a target who fails a MBlock roll. The target is considered "stunned" for the round, having a -4 penalty to physical defense and being unable to take action.

[Mental=4] Invasion (12 MP)
Fal is also capable of getting inside people's heads with her own mind. This allows her to view more than surface thoughts--memories, fears, and the like can also be viewed. If the target is aware of the intrusion, he is entitled to a MBlock roll to resist the effect. Any target protected by a mental shielding spell gets a bonus based on the power of the spell (see specific spells for details).

[Mental=4] Bunker (12 MP)
Of course, Fal is not the only one who knows telepathy, and people who want to know things may also know how to intrude on people's minds. As a result, Fal is capable of shielding her own mind from psychic intrusions, adding Rank+2 to all checks to resist intrusion (+6 bonus)

[Mental=4] Empathic Chaos (12 MP)
Using a mental link, Fal is able to send a flash of "information" in the form of thoughts and images to a target's brain, disorienting and confusing those who fail a MBlock roll. The target in question may do random things, including attacking allies and enemies randomly, dropping possessions, standing there and doing nothing, or even wandering away.

[Summoning=4] Dark Conjuration: Immoral (40 MP)
Fal herself has a particular knack for summoning beasts from lower planes and dominating their minds, putting them fully under her control. This spell summons "Immoral", a demonic quadripedal beast with chitinous armor all over, a blade on a prehensile tail, bladed talons, and a head that opens up into three sections. Stats are below:

Immoral:
HP:50 Damage: Tailblade(15+1d6/23+2d6/31+3d6)
MP:0 Claw(13+1d6)
TP:0 Bite (18+3d6)
AT/PA:14/10 AC: 10
Move: 7 Initiative: 6+2d6
Dodge: 16 MBlock: 18
Special:
Resistances: Shadow (50%), Healing, holy-based (50%)
Weaknesses: Holy (150%)
Capabilities: Immoral can manipulate objects with its mouth and tail. Its legs cannot be used to manipulate, but they can be used to kick and claw.
Dominated: Immoral, being completely mentally dominated by Fal, has a dormant mind at the moment. As such, it cannot be spoken with, it has no surface thoughts, and it is impossible to place under emotion effects, including fear-inducing and berserking. It is also impossible to put under a confusion effect, and gains Fal's mental magic bonus against sleep effects. A charm or domination effect cast on it would result in a necessary opposed caster roll (Fal's mental magic versus the usurper's attempts). If the usurper has the higher check, it gains control of the creature.
Clamp: Immoral, upon a successful bite attack, can choose to clamp down on a target as a free action, refusing to let go. It deals half bite damage per round, both take a -4 penalty to physical defense, the attacker also takes a -4 AT penalty, and it takes a strength check versus 18+1d20 to break free through conventional means. It can still make an attack with its tail to any adjacent target, and the target can make an attack to any viable in-range target, but neither can move while Immoral remains locked.

[Summoning=4] Dark Banishment (0 MP/5 MP(Variable))
As a summoner, Fal is capable of banishing her own summoned back to its home plane. This may be because of ineffectiveness, incapacitation, or someone attempting to usurp control. In game terms, this spell kills whatever summoned creature Fal has out at the moment; as long as it was summoned by her. If it is under her control, the banishing is free and works automatically. If it has lost control for any reason, it costs the right cost and the creature is entitled to a MBlock check.

[Bows=1, Shadow=1, Enchantment=4] Black Impulse Shot (2 TP, 5 MP)
Fal is also quite capable of imbuing her magical power into any arrow she shoots. In this case, she empowers an arrow with negative energy. The shot counts as shadow-elemental for purposes of affinities and weaknesses.

[Bows=4, Shadow=4, Enchantment=4] Violent Kill Shot (4 TP, 10 MP)
When one throws enough negative energy into a standard wound, it'll have trouble healing--quite a travesty for one prone to bleeding. Upon hit, make a MATK roll. If successful, the enemy will take (Shadow Rank)+1d6 bleeding damage per round. Obviously does not work on creatures incapable of bleeding. This is also treated as a shadow-elemental physical for the purposes of resistances.

[Bows=1, Holy=1, Enchantment=4] White Impulse Shot (2 TP, 5 MP)
And similarly, Fal is capable of empowering her arrows with positive energy, firing a "holy" arrow. Treat all damage as holy-elemental for the purposes of resistances.

[Bows=4, Holy=4, Enchantment=4] Brilliant Kill Shot (4 TP, 10 MP)
As demonstrated earlier, positive energy can be released in a burst of blinding light. This idea is translated over here into an arrow that bursts into a flash of light upon impact--upon hit, make a MATK roll. If successful, the enemy is dazed for (Holy Rank/2) rounds, taking a -3 general penalty to anything requiring sight. The target must be able to see in order to be affected. In addition, treat all damage as holy-elemental for the purpose of resistances.

Background in progress. And I do understand that some of these abilities may indeed need balancing. I am open to suggestions on such. <p>"DO YOU THINK YOU CAN DEFEAT US? OUR TREASURE MAY BE HEAVY, BUT WE ARE LIGHT AS WIND. ONLY MAGICS MAY HURT US, BUT ONLY WE KNOW WHICH ONES." --Omoikane, Digital Devil Saga 2</p>Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=namagomimk0>NamagomiMk0</A] at: 12/27/05 23:27

Well, the only thing that stands out to my mind is the accuracy for the bow. Accuracy is Dex*2 + Str +rank. There's no +10 in there. <p>Centuries of threats of "I'll turn you all to stone!" and "I'll knock you all down!" have caused Domans to develop an instinct to form small groups. For safety, I assure you. â€“ Keir</p>

It can be said that the potential for greatness can appear anywhere, and often does so in the least expected places of the world. While greatness is expected, and at times, forced upon the nobility, it is often not expected of those who live in the least prosperous parts of Doma. Such is true in the case of one Adrienne Quinze, second of a family of five. She grew up, to an extent, unusually--being able to sense auras easily from a young age. It was not too hard to predict that, thanks to her innate talent, she managed to get the attention of some mage schools. Unfortunately for her, it wasn't Gunnir, or some other place where they "teach people how to blow things up," but instead a small magic academy focused on "traditionalism". Though she soaked up the knowledge about magic from there, the applications they taught were not to her liking, and neither were the ideals they upheld. Distaste led to disgust, and disgust begat rebellion. Delinquency soon became something associated with her, along with many issues involving dress issues and problems with "language in class" while in the academy, and getting in brawls outside.
Particularly interesting to her was the work of the basic elements, and even moreso, their interactions with each other. This, and combat magic, to be exact--this was to the extent that she researched such things at the library to the extent that she could. Through this research, and some practice, she became decently knowledgable in how to cast various elemental spells. Nonetheless, in a show put on in 1316 that she was required to take part in, thanks to having skipped class too many times, she still managed to be stuck in the position of the "conjuration" act by one Edwin Delco, an instructor at the school. To quote her, the magic in her scheduled act was only good for "compensating for a small dick on a date", so instead of conjuring up rabbits and tables, she instead opted to do a more informational demonstration on "spell targeting", so to speak. This led to unwanted audience participation from one General Hakaril James Silvar *spot left blank because author of bio could not remember all of the titles*, and ultimately, to her receiving an invitation to a test to join the Mage Corps from the general himself. Taking this chance as an all-or-nothing, she then decided to abandon what was left of her schooling, instead practicing for the day on which she would have the test. Whether or not she would pass is still left up to fate, however...

-Metamagic-
[Any magic=1, Magical Theory=2]Expansion (3 TP) - Charges a spell with extra energy to amplify the coverage. Doubles all variable and nonvariable elements of a spell's area of effect. This does not apply to spells that effectively lack "dimensions" as defined by game rules.

[Any magic=1, Magical Theory=4]Mind Charge (5 TP) - Exerts mental strength to greatly increase the power output of a spell. Any damage the applied spell does is doubled.

-Offense-
[Pyromancy=1] Kuva (4 MP) - Adrienne gathers and concentrates heat until the air ignites--upon which point she fires the blast of flame at the target as a swift-moving bolt. The flame bolt deals 8+Rank*2+1d6 heat damage on impact. (16+1d6)

[Cryomancy=1] Niva (5 MP) - Adrienne lowers the temperature within a localized area enough to condense the water in the air to a blade of ice, which is then shot at the target. Deals 9+Rank*2+1d6 cold damage to a single enemy (17+1d6)

[Terramancy=1] Adva (5 MP) - By projecting shockwaves through the ground, Adrienne can cause an upheaval of rock, dirt, or whatever other surface the target may be standing on. The shock deals 10+Rank*2+1d4 earth damage to a single target (18+1d4) and ignores all cover, but only targets targets on the ground.

[Aeromancy=1] Vaya (5 MP) - Adrienne fires a pressurized jet of air at the enemy, causing injury through the compressed impact. Deals 7+Rank*2+1d10 air damage to the target. (15+1d10)

[Aeromancy=1] Vaju (5 MP) - Through increasing electrical conductivity between herself and a target, Adrienne can attack the target with a strong--though unpredictable--blast of lightning. Deals 2+Rank*2+1d20 electrical damage to the target. (10+1d20)

[Pyromancy=4, Aeromancy=4, Melding=4] Nakuva (29 MP) - By pressurizing the air to be ignited, and then controlling the release of the ignited air, Adrienne converts what would normally be a flame bolt to a large cone of flames. The spell hits over a 60-degree spread, and deals 10+Rank*2+3d6 heat damage to all within. (18+3d6)

[Cryomancy=4, Terramancy=4, Melding=4] Naniva (35 MP) - By introducing various particulate elements to a crystalline formation in a precise way, something typically solid as a sphere of ice can be made to shatter easily, and to great effect. Deals 14+Rank*2+3d6 cold damage to a burst of a ten-foot radius from the blast point. (22+3d6)

[Terramancy=4, Pyromancy=4, Melding=4] Naradva (35 MP) - Through proper application of heat to the point to be blasted, the instability caused can transform a standard upheaval to an eruption. Deals 21+2*Rank+1d6 earth damage to all within a ten-foot radius from the central blast point. This spell ignores cover and only hits targets on the ground. (29+1d6)

[Aeromancy=4, Melding=4] Navaya (35 MP) - Through a strong electric charge, Adrienne is capable of propelling a large quantity of pressurized air at even faster speeds than normal, in a blast meant to strike multiple enemies at once. Deals 11+Rank*2+3d8 air damage to targets in a 10-foot corridor. (19+3d8)

[Aeromancy=4, Cryomancy=4, Melding=4] Navaju (35 MP) - By scattering the air with a conductive medium, electrical attacks become not only more powerful, but more prone to jumping between conductive targets. The bolt deals 3+Rank*2+2d20 electrical damage, and jumps from the first target up to three times. A target can only be struck once. (11+2d20)

[Pyromancy=4] Kuvazi (12 MP) - Through further heating, the ignited air expands greatly, to the point that the fired blast is no longer a bolt, but a continuous jet of flame. The fire deals 14+rank*4+2d6 heat damage to a single target. (30+2d6)

[Cryomancy=4] Nivari (18 MP) - Further chilling not only condenses more material for which a bolt can be made, but also hypercompresses the ice blade, creating something with far greater density than normally expectable. This larger, harder blade deals 22+rank*4+2d6 cold damage to the unfortunate target. (38+2d6)

[Terramancy=4] Advaha (18 MP) - A greater shock means a stronger blast. The stronger upheaval burst hits for 26+Rank*4+1d6 earth damage. Like its predecessor, it ignores all cover, but only hits targets on the ground. (42+1d6)

[Aeromancy=4] Vayavi (18 MP) - Compressing the air even more results in not simply a blast, but a veritable lance of air to punch through most things in its path. This attack deals 18+Rank*4+2d10 air damage to a single target. (34+2d10 damage)

[Aeromancy=4] Vajura (18 MP) - Though the basic mechanics are the same as its weaker version, the amount of electricity conducted has been increased to a very noticable magnitude; though the blast is still unpredictable, it is notably stronger than normal. This stronger blast deals 8+Rank*4+2d20 electrical to a single target. (24+2d20 damage)

[Pyromancy, Aeromancy, Terramancy, Cryomancy=4, Melding=4] Nova Shot (10 MP) - Via simultaneous introduction, opposition, and annihilation of opposing elements within a controlled area, multiple elemental energies can be used to create a dangerous energy cascade. However, forcing control over the release removes the use of some of the absolute power that can be tapped. Deals 10+(Mean Rank)*2+1d20 damage to a single target. Use mean rank for MATK as well as damage. (18+1d20)

-Utility-
[Pyromancy=1] Spark (2 MP) - Can ignite flammable material touched. Useful for starting campfires, lighting torches or lamps, or such similar things. No verbal component necessary, and the only somatic component is touching the material in question.

[Pyromancy=2] Heat (6 MP) - Can act as a personal heater assuming the presence of an "insulating" medium by raising the temperature within the current area--often cast within one's own clothes to trap the heated air within.

[Cryomancy=1] Extinguish (3 MP) - Can put out nonmagical fires up to a campfire in size and intensity by choking the air with ice. Is also useful for putting oneself out if set on fire.

[Cryomancy=2] Chill (6 MP) - Can act as a personal air conditioner assuming the presence of an "insulating" medium by lowering the temperature within the current area-often cast within one's own clothes to trap the cooled air within.

[Aeromancy=1] Supply (6 MP) - Creates a bubble of compressed air to breathe from. The bubble does not prevent damage from environmental conditions, such as pressure or harmful characteristics of the substance being travelled through.

[Aeromancy=2] Gust (4 MP) - Momentarily creates a burst of wind. The duration and the strength of the wind are inversely proportional, so there can be a long breeze, or an instantaneous, hard gust of air.

[Terramancy=1] Shock (4 MP) - sends a sudden jolt of force through the touched object. The effects of this depend, but it's easy to treat the object as if it had just been kicked hard for whatever reason, even without the room to do so. No verbal component necessary, and the only somatic component is touching the material in question.

[Conjuration=1] Sustenance (4 MP) - Creates a loaf of bread. Though it is enough to live off of, it tastes a bit stale. Adrienne particularly doesn't care for the use of this spell in any situation not necessitating survival. Though, baguettes DO have their uses...

<p>"DO YOU THINK YOU CAN DEFEAT US? OUR TREASURE MAY BE HEAVY, BUT WE ARE LIGHT AS WIND. ONLY MAGICS MAY HURT US, BUT ONLY WE KNOW WHICH ONES." --Omoikane, Digital Devil Saga 2</p>

--Spells/Techs--
[Item granted]Chimeric Form (12 TP) - Transforms Kamos into a chimera (dragon/griffon/human mixture). In this form, he recieves a +2 AGI bonus, and a -1 DEX penalty. As a chimera he sprouts a pair of wings which enable flight in open spaces, and the option of boosted jumps as well. Due to the growth of claws, this transformation causes all of Kamos' punching attacks to deal an additional +8 damage, and all of his kicking attacks deal +10. He can also make a horn attack, which deals kick damage +14, and is -4 to hit. Changing back to human has no cost.

[Item granted, Innate]Cone of Ice (8 TP) - A cold based breath weapon which blasts all targets within a 120 degree angle in front of Kamos. Damage dealt is 68+4d6--roll a d10, and on a 10, the affected targets are frozen in solid blocks of ice and unable to act, in addition to being unable to parry in any way. This ability may only be used when Kamos is in Chimeric form.

[Item Granted]Spatial Bypass (0 TP, free action)
Enables Kamos to phase a part of his body into the ethereal. This effectively means that physical attacks cannot touch that form unless they have an effect on incorporeal targets. This ability can be used for other purposes, though, such as attacking an ethereal creature, escaping being tied up, or spying on girls while they're dressing.

[Dark Magic=1]Shadowbind (8MP) - Traps a target and all within a 3-foot radius of the target who fail a MBlock roll to the floor with its shadow. Renders it unable to move off the spot but still able to cast spells and use weapons, though they may not be able to reach the target.. Targets are bound for 1d2 rounds. Creatures with no shadow and those not touching their shadow are unaffected.

[Dark Magic=3]Mindblast (16MP) - Negative energy waves assault the minds of any within the area (5-foot diameter), rendering victim(s) unconscious for 2d2 rounds, and lowering their Wisdom and Intuition scores by 1d2.

[Dark Magic=12] Black Wave (82 MP) - By focusing on his hatred, Kamos can gather tremendous amounts of negative energy and release them in one blast. This blast covers a column of 3 hexes x (rank) hexes, does 25+rank*6+1d20 shadow damage, and drains the hapless victims of Rank/3 STA. [97+1d20 damage, -4 STA]

[Dark Magic=13] Shadow Step (16 MP) - A variant on his original Shadowbind spell, Kamos is able to adhere to his own shadow, allowing him to walk on walls and ceilings as if it were the ground. Slick and slippery surfaces such as a greased floor or ice also pose no penalties. However, this spell does not work when Kamos effectively does not cast a shadow (such as a light-emitting surface). This effectively lasts (Rank/4) minutes. [3 minutes]

[Dark Magic=14]Shadow Snare (42 MP) - A more offensive variant on Shadowbind, Kamos can create a massive, persistent "binding field" that affects anything whose shadow crosses it. The field lasts for [Rank/3] rounds and has a radius of [Rank/3] hexes. Anything that is within the binding field must make a MBLK roll versus a single MATK roll each round, or be treated as if their AGI is decreased by [Rank/4]. The effect is temporarily nullified if the subject's shadow is erased, but renewed when it comes back into existence. It permanently stops when the target leaves the area or the field dissipates (either naturally or via dispelling). Kamos is not subject to his own Shadow Snare spell, but his allies are if they cross into the field. Creatures that do not cast a shadow, such as will-o-wisps and ghosts, are unaffected. As it directly affects an area, as opposed to a target, this spell cannot be reflected. [Radius of 4 hexes, duration of 4 rounds, -3 AGI]

[Shadow=15]TBA(??MP) - (To be announced/described)

[Shadow=16]Angelslayer-MkI(40 MP) - Kamos hyperfocuses negative energy into a single, thin, black ray, which is then fired at the target; this hyperconcentrated energy has a particularly detrimental effect to those positive-energy aligned that find themselves on the wrong end of the spell. Deals 30+7*rank+3d6 damage, triple damage against weakness (as opposed to double).

[Cabalism=1]Spirit Leech (6 MP) - By attaching an Astral parasite to a target, this spell inflicts both Poison and Astral Drain on an enemy. Both the Poison and the Drain are of (Cabalism Rank) level, capping at 4. [Rank 4 Poison, Astral Drain]

[Cabalism=2]Summon Lesser Golem (40-rank MP) - Creates a golem from the strongest, most abundant material available. If outdoors, this is likely to be clay or mud. Inside stone fortresses and the like, this is most likely to be stone, and in certain places, such as volcanoes or alternate planes, it is likely to be an elemental golem of the appropriate element. This summon, unlike others, does not have a fixed duration--it lasts until killed. If the creator of the golem is killed or disabled, then the golem goes berserk, attacking targets indiscriminately, or follows the last command given to it before going crazy. A golem can only follow simple commands, and is not intelligent enough to remember a sequence of them, only one at a time. Such commands might include "attack that creature," "defend this room," "protect me from harm," or "carry that over there." An average golem has 70 HP, an AC of 45, an initiative of 4+2d6, an AT/PA of 12, and deals 20+2d6 punching or 30+1d6 slamming at a -3 to hit penalty. A golem made from stone or iron will have higher damages and a higher AC. Elemental golems will deal appropriate damage bonuses. [34 MP]

[Energy Magic=12]Blank Shell (34 MP) - Focusing a high-energy discharge through him, Kamos can devastate things he touches with a simple word. This spell effectively lacks somatic components, but requires Kamos to be touching the intended target (Count as a touch range spell). An opponent grappling Kamos gets a -6 to MBlock against this spell. This can be used to blow a hole through some barriers. Deals 24+Rank*7+3d6 non-elemental damage. Cannot be reflected. [108+3d6]

[Energy Magic=14]Lancer Shell (40/60 MP) - (to be described)

[Dark Magic=12, Energy Magic=12]Madness Incarnation (85 MP) - Tapping into power stores of both pure and negative energy, Kamos creates a roughly spearlike violet energy projectile, launching this at an opponent. This projectile releases a secondary conic (60-degree arc) blast upon impact with a solid object, exposing the targets to an extremely powerful energy surge that simultaneously inflicts insanity-inducing levels of pain to those that experience it. Effectively, the conic burst is (Rank) hexes long at its longest, and can originate at any point within effective line of sight. Enemies caught within it failing a MBlock roll suffer 20+(Energy rank)*6+3d6 nonelemental damage, in addition to (Shadow Rank/4) INT damage. If the target is nonfeeling (Mindless undead, nonliving constructs, oozes), the secondary effect does not apply.

[Dark Magic=14, Energy Magic=14]Supreme Incarnation (95 MP) - (TBA)

[Polearms=2] Mobile Impact (4 TP) - Using the effective reach to his advantage, Kamos executes a hit-and-run strike with his weapon. Effectively, this allows Kamos to make a single attack in the middle of a move action, as opposed to before or after. Kamos cannot execute a heavy attack while using this technique.

[Polearms=4] Malice Maiming (5 TP) - Thanks to leverage and proper aiming, the right attack with a polearm can bring one's foes to their knees. Treat as a heavy attack, but if it hits, the target is also knocked prone.

[Firearms=1] Lock On (2 TP) - Kamos forfeits his turn, but his next gun attack is + (Firearms/2). [+6]

[Firearms=4] Impact Lancer (4 TP) - Aiming along the points of maximum penetration, Kamos can fire a shot that will continue through one target to extra. Effectively converts his attack to a linear effect--all who are in the way must roll dodge. Can hit a max of (Rank/4) extra targets. [3 extra]

[Firearms=6, Chink Detection=4] Heavy Lancer (5 TP) - Aiming for the point of least resistance, Kamos can severely reduce the effectiveness of the enemy's armor on his weapons. If it hits, treat as if it ignores (Total rank) DR. [16 DR]

[Firearms=8] Recoil Compensation (4 TP) - Utilizing the recoil to his advantage, Kamos manages to fire a second shot at the same target at -2 to hit, or at a new target at -5 to hit. He may add this onto a technique-enhanced shot, but he may not modify this extra shot with a technique.

[Firearms=11]Chase Lancer (4+4n TP) - Aiming in order to rebound a shot off of multiple surfaces, Kamos can force a ricochet to make rounds more difficult to avoid. Select a secondary target (which may be the same as the first)--if the shot misses, the secondary target is then attacked (roll for hit location randomly). If this target is missed and there is yet another selected, it then attacks that at a random location. Kamos may have (Rank/8) extra targets at one time. "n" in the TP cost represents the number of secondary targets. Additionally, if this is combined with Impact Lancer, Kamos' shot may still hit the extra targets even if the first attack hits.

[Firearms=12]Advanced Recoil Compensation (Passive) - Kamos, having attained enough of a feel for how firearms work, can effectively "roll" with the recoil on guns. Effectively treat STR requirements on high-recoil guns as halved from now on (weight-based STR reqs are unaffected).

[Firearms=14]Reactive Shot (8 TP) - Kamos' reflexes have become so in-tune that he can now fire a single shot as a free action. Effectively, allows him to fire as normal, as a free action at anyone.

[MDM=1]Sak (0MP) - This is a potent spell. It fully restores an ally's HP and costs no MP. The cost, however, is the caster's life. The caster's HP is immediately reduced to 0 on use (rendering them unconscious).

[MDM=6]Gisak (0 MP) - This spell fully restore an ally's HP and status, even if they are unconscious, and they are able to fight immediately. Like all MDM's, this spell reduces the caster to 0 HP on use, rendering them unconscious.

[MDM=7, Energy=9]Nova Crush (0 MP) - This spell creates a ring of energy that expands outward from the caster, with a range of 4 hexes in all directions (12 feet). All caught in the area of effect suffer 100+rank*6+2d20 points of damage, but the caster falls unconscious, and will remain unconscious for at least 1d6 days. [160+2d20]

[X-Magic=1]X-Magic - This potent ability allows the caster to fire off two spells per use. Note that only one MDM may be placed in the sequence, and only at the end. The number of uses equals 1+(Rank/3) per day, but may never exceed (Level/3)+1. [3 uses/day]

[Shadow=12]Black Reaper(70 MP) - Kamos' special technique that he developed after countless unfavorable fights against demons and higher undead. By ripping out the negative energy from the unfortunate target(s), he effectively can deal superior damage. This technique automatically kills lesser undead if it gets through their MBlock, and does (Rank)^2 damage to a single undead or demon, or 1/2 that to all within a 9-foot radius of the target (3 hexes). Furthermore, all dark magic rolls in the area get a +(# creatures affected) for the next d3 rounds. [144 ST, 72 MT]

[Energy = 14]Lancer Shell - Fires a high-concentration blast of energy. More power can be added to make it penetrate magical defenses.

[Energy = 16]Rebound Shell - Removes the absolute energy from a successfully blocked direct spell attack, and redirects it back at the caster, with the higher rank applied.

[Energy = 18]Eraser Shell - Concentrates enough energy onto a point to destabilize matter. Those unfortunate enough to get caught in the brunt of the attack will be blasted into component atoms, regardless of what it is.

[Cabalism=8]Summon Golem - Creates a standard golem from the most readily available materials